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PTS Update (7/15): FC.20.20110705.5

Archived PostArchived Post Posts: 1,156,071 Arc User
edited July 2011 in PTS - The Archive
FC.20.20110705.5 Patch Notes
ETA: 9:00 PM PST (GMT-7)

General Gameplay:
  • DX11 has been re-enabled.
  • Players should no longer see diagonal lines when underwater.
  • Therakiel's Lair: Only one mirror from Caliburn can be claimed per player.

Powers:
Electricity
  • Electrocute: Now properly increases duration with Rank like other Paralyze powers.

Munitions
  • Lock N Load: Two Smoking Barrels: Due to the changes to Lock N Load, this advantage has been changed. It now causes the damage bonus granted by Lock N Load to stop affecting melee damage, thus causing the affect of Lock N Load with this advantage to still function similarly to how it did before these changes.
  • Lock N Load: Two Smoking Barrels: Fixed a bug that allowed the cooldown reduction to occur multiple times when hitting more than one target. This advantage now properly reduces the cooldown by 2 seconds each time a melee power hits, but not for each target that melee power hits.
  • Lock N Load: Two Smoking Barrels: Now properly has an icon.

Martial Arts
  • Lightning Reflexes: The DoT resistance provided by this power at Rank 3 now properly scales with Super Stats, instead of Dexterity, like the first 2 Ranks.

Might
  • Haymaker: Now that proper Knock Back scaling has been added, default max Knock Back range has been decreased slightly. In addition, the cost at tap has been reduced by ~4 Energy while the maximum charge cost has been increased ~4 Energy.

Telekinesis
  • All of the new powers have received appropriate icons. In addition, Ego Form now has a new icon, as the new Id Mastery passive is using the old icon.
  • Ego Blade/Kinetic Darts: Incisive Wit: Should properly proc while you have an Energy Form
    on now.
  • Ego Blade Annihilation: Now has an additional affect when fully charged. In addition to dealing extra damage for each stack of Ego Leech consumed, it now applies a debuff to your target for 2 seconds for each stack of Ego Leech consumed. Every 2 seconds, this debuff deals some Ego damage and grants you a stack of Ego Leech.
  • Ego Blade Annihilation: Mental Acuity: Now also increases the damage your Ego Annihilation debuff deals by 50%.
  • Telekinetic Lance: The damage dealt for consuming stacks of Ego Leech has been doubled on the primary target and increased by 50% on additional targets. The chance to apply Ego Leech with all Mentalist powers granted by Ego Infusion has been increased to be 50% more often.
  • Telekinetic Lance: The timing of hit FX and hit reactions should be more accurate now.

Known Issues (Please write in red text when submitting bugs to this thread so issues are easier to find.):
  • Known issues will be posted here.
Post edited by Archived Post on
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Comments

  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Hm. May have to bump Orange Juliette up to 30 to test differences in EBB and EBA now. Iiiinteresting.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    DX11 has been re-enabled.
    What does this even do anyway? Faster graphics? Fancier graphics?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ryko_Nailo wrote:
    What does this even do anyway? Faster graphics? Fancier graphics?

    In an older game like CO, probably almost nothing. If I had to guess, it might smooth out the shadows a bit.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ryko_Nailo wrote:
    What does this even do anyway? Faster graphics? Fancier graphics?

    I assume it opens the door to getting fancier effects, but honestly when I played around with it in an earlier build I didn't notice any difference. So I'm not entirely sure if there are any advantages to using it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ooh, glad to see D3D11 coming back. Won't expect too much from it until official support is announced.

    A little confused about haymaker, but I'll check it out when the patch lands.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Alright I've been testing it with a player on PTS and support passives or passives in general other than unstoppable are resisting uppercuts and haymakers with 295 strength while using unstoppable as the offensive passive, and with no stacks of knock resistance on the npc/player, where as an opposing player with unstoppable at rank 3 is easily thrown around by knockback.

    Please look into the knock resistance on unstoppable, how knock is being applied through brick powers, and so on.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:

    Might
    • Haymaker: Now that proper Knock Back scaling has been added, default max Knock Back range has been decreased slightly. In addition, the cost at tap has been reduced by ~4 Energy while the maximum charge cost has been increased ~4 Energy.
    arts: Incisive Wit: Should properly proc while you have an Energy Form
    on now.

    The majority of mights powers already cost to much... and Haymaker's damage does not justify it costing more when powers like dragon's wrath and dragon's claw are criting for as much as a full charge with less energy and less time needed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Telekinesis states it has 100ft range.

    But tested extensively, it only has 50 ft range:

    Will not toss objects beyond 50 feet, and will not toss objects at a foe if the foe is beyond 50 feet.
    This was pre patch. I don't see anything indicating that it has been fixed in this upcoming one.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Arts wrote:
    Alright I've been testing it with a player on PTS and support passives or passives in general other than unstoppable are resisting uppercuts and haymakers with 295 strength while using unstoppable as the offensive passive, and with no stacks of knock resistance on the npc/player, where as an opposing player with unstoppable at rank 3 is easily thrown around by knockback.

    Please look into the knock resistance on unstoppable, how knock is being applied through brick powers, and so on.

    I don't think the patch is up yet. 1.5 hours to go.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Arts wrote:
    Alright I've been testing it with a player on PTS and support passives or passives in general other than unstoppable are resisting uppercuts and haymakers with 295 strength while using unstoppable as the offensive passive, and with no stacks of knock resistance on the npc/player, where as an opposing player with unstoppable at rank 3 is easily thrown around by knockback.

    Please look into the knock resistance on unstoppable, how knock is being applied through brick powers, and so on.

    Knock back is coded to be based on probability. To make the claim you are making, you would need to carefully do a large number of trials and see a statistical difference in the frequency of resisting knocks. For example, have your friend hit you inexorable tides 100 times with no stacks of knock resistance, with and without unstoppable, and compare the number of times you are successfully knocked. The difference will be most pronounced with 0 strength, with 295 strength you will have to do a very large number of knock tests to see a statistically significant difference with and without unstoppable.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    ironswan wrote:
    [*] Lock N Load: Two Smoking Barrels: Due to the changes to Lock N Load, this advantage has been changed. It now causes the damage bonus granted by Lock N Load to stop affecting melee damage, thus causing the affect of Lock N Load with this advantage to still function similarly to how it did before these changes.
    Hmm, so does this mean we still get the other benefits of Lock N Load, except the damage increase, for melee based toons? I'm still trying to think what the benefit will be, I guess, based on Ego Surge vs Lock N Load for a dex/ego toon, being that now Lock N Load doesn't provide a damage buff, but does provide an extra bit of critical chance.

    I think maybe the advantage shouldn't REMOVE the damage buff completely, but simply half it, because now with the fix to the cooldown affected by only 1 hit at a time, you'll still have to wait 30 seconds or so before you can activate Lock N Load, thus making it a non-perma power, which, when you think about it, most INT SS toons can do the same with 2 Active Passives, AND get the benefit from the damage boost..
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    isometry wrote:
    The difference will be most pronounced with 0 strength, with 295 strength you will have to do a very large number of knock tests to see a statistically significant difference with and without unstoppable.
    Actually, not that many if it's actually broken (for example, if unstoppable overrides the default from Str); won't take that many tries to distinguish between 30% knock rate and 70%.

    After quick testing, I can't confirm that unstop is increasing knock resistance, but it's certainly still getting full resist from str; out of a set of 8 tests, 1 knock (389 str). Knock-up resistance might be off, though it's not huge; I got 4 of 10 knocks on someone with 377 str and unstop, which is above what's expected but not out of the plausible range.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    If Lock n Load is to be made a more standard Active Offense, it should also be made an Energy Form.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Testing D3D11 at the moment. It appears to be nearing perfection with handling the existing effects present in the game.

    I did encounter a crash when I attempted to use 16x MSAA. It said something about and invalid argument. Sent a crash report.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    TK Lance's extra damage doesn't match the tooltip. 503 Ego damage per stack is somehow only proccing 1800ish damage with a full 5 stacks. 503 x 5 = 2515 last I checked.

    Ego Blade Annihilation's tooltip states it deals an extra 0 ego damage.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    OniGanon wrote:
    If Lock n Load is to be made a more standard Active Offense, it should also be made an Energy Form.

    Please no. Skarn's is getting old already.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    isometry wrote:
    Knock back is coded to be based on probability. To make the claim you are making, you would need to carefully do a large number of trials and see a statistical difference in the frequency of resisting knocks. For example, have your friend hit you inexorable tides 100 times with no stacks of knock resistance, with and without unstoppable, and compare the number of times you are successfully knocked. The difference will be most pronounced with 0 strength, with 295 strength you will have to do a very large number of knock tests to see a statistically significant difference with and without unstoppable.


    I already hate excel, wtf would I do a spread sheet for a game I'm paying to play? That's GD madness.

    Don't kick me into a pit brah?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ego Form has pink swirlies regardless of chosen color.

    TK Burst and TK Assault have pink swords regardless of chosen color.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ego Blade Annihilate w/ new advantage is love.

    Going all in on buffing EBA but with meh stats (~250 DEX / 250 EGO ... same as I've been using the entire TK pass) I was able to land a couple 16k+. Even the non crits were hitting 7k. Given that time it takes to set that up, and how many powers ultimately are invovled, that seems fair. And, since it will give back the stacks of ego leech it ate, it's a great finisher.

    I'd call the blade side done.

    The ranged side is not.

    TK Lance is messed up. As Kali pointed out, it's not doing the right damage. Of course, even if it was, it'd be a weak power. Too little damage. Self roots even on tap. Absolutely no reason to take it compared to other T3 ranged powers.

    TK Assault is still 50/50 on animation. Damage is fine for a T0 tho.

    Telekinesis's shiny has worn off. Too short of range. Doesn't knock people out of the air. Can't use it everywhere. It was fun for a little bit, but after that, meh.

    TK Burst is my choice in the TK Burst / TK Maelstrom leech stacking debate. I just like knowing I'll be able to get to 5 stacks and I like knowing I could turn it into a cc power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ok, did some testing with TK Lance and Ego Infusion proccing stacks of Ego Leech... and the change to Ego Leech stack gain is barely noticeable. Maybe the RNG hates me this evening.

    I like the direction the TK Lance Ego Infusion buff went, but I feel it's not enough. More often than not I have to use some other Ego Leech stacking power to get a full 5 stacks of Ego Leech after fully charging TK Lance. Tap spam of Lance is often not enough, even for the full 10 seconds Ego Infusion is active.

    I suggest making TK Lance's Ego Infusion buff guarantee a stack of Ego Leech when any Mentalist attack is used.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Please no. Skarn's is getting old already.

    My Might/Force hybrid is getting shafted by the Str/Ego changes. Let me have this.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Bug: Rocket's advantage Concussive Rocket displays 20 feet, when it should say the correct amount of knockback and that it uses ego to increase the knockback effect.

    Bug #2: When buying Ego Blade Annihilation it will say in the advanced tooltip that the consumed stacks will do 0 damage instead of the correct value.

    Bug #3: TK burst still has the TK eruption charge text in it's description.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I was interested in TK Lance as a "cash in" power for stacks of Ego Leech, but as I build Ego Leech with Id Blade powers and am therefore in Brawler, the return seems pretty disappointing.

    Is there any chance the Brawler role will finally disappear? I don't think it does good things for the game.

    I still think the melee-centric bonuses from the Brawler role should have been in selected passives or some other mechanism that isn't a new role. For example:
    • Offensive Passive - Brawling :
      providing the features, HP bonus, and ranged damage penalty of Brawler versus Avenger in the passive itself (e.g., "doesn't lose hit points in Offensive mode", etc.) with the defensive feature of Unstoppable.

    • Energy Unlock - Unstoppable :
      providing the Energy on Knock feature of Unstoppable, with cross-framework applicability. Maybe with some healing interaction with Enrage stacks or something since a heal based on Enrage stacks, which would fit so well in the Brick sets, doesn't seem to be possible right now.

    This would continue to make sense to tweak for specific Melee-centric passives, so, for example, Id Mastery had a clearer reason to exist outside of Ego Form other than a damage difference less significant than provided by Ranking (e.g., it provided differences along the lines of the Brawler role as a part of its passive feature set...not necessarily exactly the same, but fitting the same function). It could also be tweaked to allow specifically Ego based Ranged powers to still get their bonus or something else to recognize that the set is oriented towards hybridization of Ranged and Melee.

    ...

    Some further questions on what is possible for buff effects:
    • Can a Ranged power be considered "Melee" for the purpose of interactions with bonuses and such if the target is within a certain range?
    • Can a buff increase the range of a power?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I'd like a less specific "Lance" representation for this power. Any chance for customization in the tailor for this or a "ZPA" to be a slightly larger/brighter version of the Id Blade selection? I would have preferred a more "generic" large lightning bolt type of graphic...the lance graphic used would be appealing for me only for a Knight char or something like that...the char I have in mind is more Egyptian.

    Speaking of which: A Khopesh would be nice at some future date, though the Scimitar, Edged Sword, & Hooked Sword provide enough options for a suitable feel that I mention this primarily as food for thought, rather than a keenly felt deficiency...

    EDIT: Pretty sure this was mentioned before as a description hold-over from Ebon Ruin or something, but the long description still mentions "Assaults your foe with Dimensional energy, weakening their connection with the world.", when it is an Ego Damage power.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    While I brought this up in a previous thread I'd like to ask the question here.

    Will there be any further review of the effectiveness of Mental Discipline? As it stands it seems to be below some of the other Melee options a TK Blades character might choose.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    EBA seems like the new Reaper's Embrace, the time it will take to set it up and get max effectiveness, its good for bossing in PvE, PvP, you still risk getting taken out by most other DPSers since our defense is so weak, might as well just stick to EBB.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ego Reverberation feels lacking. Thermal, Ionic, Telepathic, MSA, Spirit Reverb all seem to have a net positive effect on energy. Ego Reverberation does not (tested with 253 EGO and 15 REC). Powers often don't pay for themselves (assuming a stack of Ego Leech is even gained), let alone fuel other powers.

    INT and END share gear slots with EGO. Additionally in order to maximize the benefits from EGO, DEX is generally used which means REC is not a viable option either. This makes it much more difficult to make an energy efficient build.

    Melee crit builds can opt for Focus and benefit greatly from the extra damage (which can be much more than the TK toggle) and energy gains. Theoretically ranged could utilize Focus as well, but that would mean the ranged build would not be able to take advantage of the new hybridized toggle and lose out on that extra damage (not to mention waste all the effort into making the toggle in the first place).

    ...which brings us back to Ego Reverberation from a ranged TK player standpoint. The energy return is reliable (with certain powers), though not nearly "fire and forget" as Thermal, Ionic, Telepathic, MSA nor even Spirit Reverb. Melee TK now has Ego Blade Annihilation which will continue to proc Ego Leech stacks for energy gains. I'd like to see TK Lance be able to fill that role, yet it cannot.

    I feel Ego Reverberation should grant more energy when a stack of Ego Leech is gained and/or the internal cooldown should be lowered to at least 2 seconds. I also think that TK Lance should either be changed to work like Ego Blade Annihilation and grant a stack of Ego Leech once every 2 seconds or have the Ego Infusion buff guarantee an Ego Leech stack when using Mentalist powers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Certified wrote:
    While I brought this up in a previous thread I'd like to ask the question here.

    Will there be any further review of the effectiveness of Mental Discipline? As it stands it seems to be below some of the other Melee options a TK Blades character might choose.

    Mental discipline is a 18% BUFF of your GROSS damage.

    Whereas other buffs suffer diminishing returns, mental discipline does not.

    It's a force multiplier.

    Please try to understand how powers work before commenting!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The blades set seems to work well - in fact it feels a lil overpowered (i hate to say). Whereas the ranged tk set is way weak. Every other ranged set (even ice) is better. The ego leach synergies just dont help the ranged set much.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Swynion wrote:
    The blades set seems to work well - in fact it feels a lil overpowered (i hate to say). Whereas the ranged tk set is way weak. Every other ranged set (even ice) is better. The ego leach synergies just dont help the ranged set much.

    Just TK Assault all by itself already makes TK better than Ice.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    I don't believe any of these changes to Haymaker would be as significant as shaving 0.1 seconds off of the activation time. The thing is simply no longer an enjoyable ability. Even the sound effects for it are bad if you take anything other than rank 3. Rank 2 with nully punch should use the same audio.

    Given the alterations to Lock 'n' Load, will the power plus advantage points spent on it be ripped out when this goes live, so that people who did use it can opt to change their mind without redoing their entire character?

    And I'll admit, not seeing any alterations to Telekinetic Maelstrom saddens me. =(
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The_Last wrote:
    Mental discipline is a 18% BUFF of your GROSS damage.

    Whereas other buffs suffer diminishing returns, mental discipline does not.

    It's a force multiplier.

    Please try to understand how powers work before commenting!

    Actually, to keep the snark to a minimum, I'm trying to understand the power. At 18% additional damage is that really more effective than say Form of the Tempest when Dex seems like a very logical choice for this set?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Psychic Vortex does not proc Telepathic Reverberation when hitting disoriented foes.

    The advanced info and the general description of Telepathic Reverberation don't match. The general info says it works with Mentalist powers whereas the advanced description states Telepathy powers.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Certified wrote:
    Actually, to keep the snark to a minimum, I'm trying to understand the power. At 18% additional damage is that really more effective than say Form of the Tempest when Dex seems like a very logical choice for this set?

    Focus grants energy and possibly better damage (depends on your DEX). For a melee build, there's not much reason to use the new TK toggle.

    In my opinion, the new TK toggle is for the ranged TK builds... which is why I pushed for the toggle to affect ranged ego damage since even when the TK toggle was a 22% real damage buff it was out-classed by the Focus toggles.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Honestly EBA hasn't really improved much with that little buff it got. Sure getting a ego leech over time sounds nice, but the DoT is really negligible. EBA's damage itself is still the same.

    TK Lance should have gotten its base damage doubled as well imo. I'd still rather use Ebon ruin.

    The only other thing that remains is an energy component to the new TK toggle so it gets in line with the focus stacks energy gain.


    Of all the TK blade powers I'd say Ego Blade Weaponry is the best hands down.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Stringz wrote:
    EBA seems like the new Reaper's Embrace, the time it will take to set it up and get max effectiveness, its good for bossing in PvE, PvP, you still risk getting taken out by most other DPSers since our defense is so weak, might as well just stick to EBB.

    Stacking bleeds and setting up rupture takes a lot longer than stacking leech and ego debuffs. In fact, with the advantage on EBA, the stacks of ego leech will start coming back on their own allowing you to move from target to target that much more quickly.

    Versus squishies...you're right. It would be a waste of time to go through all that setup, especially since they'd be dead before you finished setting it up. So, versus squishies, my attack sequence would prolly be something more like Ego Blade Dash - EBB tap - Ego Blade Frenzy w/ advantage (root). If they were slightly tougher squishies, maybe work some cc powers into the sequence before going to EBA or Frenzy. Squishies just give you so many options for killing them it's usually not about how much damage you can dish out, but about getting them under control.

    Versus tanks, you're going to want those big hits. And, versus tanks you're going to have a lot less worries about being dead before finishing them off (unless you ganked by their teammates, but then again, most squishies have trouble with that). In fact, looking through all the toys in the new TK toybox, I feel pretty confident that TK bladers are going to do just fine versus tanks.
    Just TK Assault all by itself already makes TK better than Ice.

    You haven't run into very many Avalanches, have you? But if you're curious, go to test with a dex/ego toon, take R3 Ice Form, R2 Avalance w/ advantage, and R3 Ice Sheathe.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:

    You haven't run into very many Avalanches, have you? But if you're curious, go to test with a dex/ego toon, take R3 Ice Form, R2 Avalance w/ advantage, and R3 Ice Sheathe (I suspect R3 Ego Surge would be nasty as well)


    I've played Dex Ice. And the energy management is awful, Dex/Ego is a no-go unless you want to stack a bunch of non-theme, non-ice powers. It has good spike damage, but it's slow and not very fun.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Ryko_Nailo wrote:
    What does this even do anyway? Faster graphics? Fancier graphics?

    Faster and fancier. There are huge optimizations in DX11 that allow DX11 cards to be fully utilized increasing FPS and giving headroom for increasing the graphics quality.

    On live I can run the game at 1920x1080 with 2x AA, shadows at full, and about 100% on the graphic details settings (they can go up to about 200%) and hover around 45-50 FPS most of the time in non populated areas.

    On test, I can run the game at 1920x1080 with 16x AA, and EVERYTHING maxed out and run at 55-60 FPS constantly, even with heavy NPC populations. There also is far less video jittering that I experience from time to time on live, though this could be due to lower players being viewable (since it is the test server...).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Just TK Assault all by itself already makes TK better than Ice.

    Ice is really really good man.
    Are you sure you are playing it right?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    The_Last wrote:
    Ice is really really good man.
    Are you sure you are playing it right?

    I heard TK is going to be really good after the pass too.

    It's just a rumor though.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    segma wrote:
    I don't believe any of these changes to Haymaker would be as significant as shaving 0.1 seconds off of the activation time. The thing is simply no longer an enjoyable ability. Even the sound effects for it are bad if you take anything other than rank 3. Rank 2 with nully punch should use the same audio.

    ^ This x 1000! Please Ame, can you take a look into this? Haymaker has become a white elephant since it's fix from 0.5, but 0.67 activation is just too long of an activation for the damage it puts out on the bottom of the scale. Even conceptually it makes sense for someone fighting with their fists to be quicker than someone weilding a weapon right?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Macey wrote:
    ^ This x 1000! Please Ame, can you take a look into this? Haymaker has become a white elephant since it's fix from 0.5, but 0.67 activation is just too long of an activation for the damage it puts out on the bottom of the scale. Even conceptually it makes sense for someone fighting with their fists to be quicker than someone weilding a weapon right?

    My gripe with Haymaker is that a fully charged Haymaker is absolutely useless outside of PvP.

    In PvE play, unless you're playing on normal or something silly, a charged Haymaker gets dodged damn near 100% of the time. The charge time is just retarded with the way it works with dodge.

    I just spam Demolish now and feel sad about the good old days:

    th_kill_dozer2.jpg
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Falchoin wrote:
    I feel Ego Reverberation should grant more energy when a stack of Ego Leech is gained and/or the internal cooldown should be lowered to at least 2 seconds. I also think that TK Lance should either be changed to work like Ego Blade Annihilation and grant a stack of Ego Leech once every 2 seconds or have the Ego Infusion buff guarantee an Ego Leech stack when using Mentalist powers.

    This.

    The only reason that mental discipline/id mastery lags behind wotw/focus toggle now is the energy returns. TK blades are well capable of dishing out equivalent damage to MA attacks now, I got up to 15k with EBA today, so it's basically on par with dragon's claws and reaper's embrace now. The only thing haunting the set is still the energy returns, even with ego reverb i'm still running into a lot of "not enough energy" message spam when trying to combo together my setup for either the big EBB or EBA hit compared to my MA toons whom almost never run into the message just using focus for energy return...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Mental Discipline's description states it only increases MELEE Ego damage instead of ALL Ego Damage.

    And Tom... that is a BIG fist. <_<

    Telekinetic Lance still roots you (which I imagine is not a bug but rather a carryover from swiping Skewer's animation) and the animation is wholly inappropriate for what is a javelin-like toss.

    Telekinesis' tooltip still reads TeleThrow 5.6 or TeleThrow 6 instead of useful information.

    Telekinetic Burst's sword effects IGNORE your chosen colour and stay PINK.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    gee, everyone's bugging flying swords being pink as if it is a bad thing....

    Pink Telekinetics Unite!

    :p
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    gee, everyone's bugging flying swords being pink as if it is a bad thing....

    Pink Telekinetics Unite!

    :p

    :P It is a bad thing. Totally ruins Orange Juliette's theme. And I can see it annoying other people for similar reasons - why go through the effort (minimal that it is) to try and recolor something if it's still gonna be pink? Most of the other powers in the game (there may be one or two I'm missing, so gonna leave it open-ended) have at least some capacity to have the appropriate coloring when you select it. Don't see any reason for these ones to not be able to do the same.

    Though I appreciate that it's proving to be a bit of a sticky wicket. <_< It'd certainly frustrate me on the coding-end of things.

    (DISCLAIMER: I took it seriously on porpoise. Nyeh!)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Xavori wrote:
    Ego Blade Annihilate w/ new advantage is love.
    Going all in on buffing EBA but with meh stats (~250 DEX / 250 EGO ... same as I've been using the entire TK pass) I was able to land a couple 16k+. Even the non crits were hitting 7k. .
    *looks at Xavori's numbers feeling emasculated*

    I was testing with 176 EGO and 199 PRE from super stats and 99 Dex from gear/talents on a mostly ranged ego form build. My EBA was much smaller at 4k and 7k crit with R3 ego form R3 mental discipline and R1 ego surge.

    What am i doing wrong to make your normal hits as strong as my crits? Should i drop the dex?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Sigma7 wrote:
    *looks at Xavori's numbers feeling emasculated*

    I was testing with 176 EGO and 199 PRE from super stats and 99 Dex from gear/talents on a mostly ranged ego form build. My EBA was much smaller at 4k and 7k crit with R3 ego form R3 mental discipline and R1 ego surge.

    What am i doing wrong to make your normal hits as strong as my crits? Should i drop the dex?

    Your superstats are really really low. 225 in each of them should be absolute minimum amount for every build ever.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Also, some superstats (Pre and Con come to mind) really benefit from overclocking them, and some really kind of don't (Int comes to mind, you only need so much energy efficiency and then it's just wasted, and the diminishing returns on cooldown reduction is very harsh).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited July 2011
    Has this typo been mentioned anywhere already?

    TK Maelstrom tooltip says "Deals XXX-XXXX Crushing Damage and XXX-XXXX Crushing Damage to..."

    I suspect one of those Crushing is suppoosed to be Ego.
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